[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
research-article

Elapsed time estimates in virtual reality and the physical world: : The role of arousal and emotional valence

Published: 01 May 2019 Publication History

Abstract

Virtual reality (VR) allows for a close approximation of the real world, but interacting with VR differs from experiencing the real world in some key elements, one of which may be the perception of time. The main goal of the current experiment was to determine whether a time compression effect exists for VR and if so, to examine whether this is the result of the medium of VR itself, or the content used in VR. Participants viewed movie clips in either a real-life cinema or a VR replica of this cinema and were asked to rate the arousal and emotional valence they experienced during each clip. They estimated the duration of each clip in seconds. Results indicate that both level of arousal and valence as experienced by the observer positively contribute to the observed time compression effect, regardless of the viewing condition. Our data suggest there is no difference in the perception of temporal duration between VR and real life, and that the time compression effect that takes place is most likely the result of the materials displayed. So, even though VR has been claimed to result in time compression, for instance in clinical contexts, this may be caused more by the emotional content of the materials used, rather than the medium of VR itself.

Highlights

Time perception is not affected by use of VR itself, in comparison to the real world.
Rather, the emotional content of the stimuli affects time perception.
Heightened emotional content in VR is experienced to have a shorter duration.
This could be used for the design of more effective methods in clinical context.

References

[1]
A. Angrilli, P. Cherubini, A. Pavese, S. Manfredini, The influence of affective factors on time perception, Perception & Psychophysics 59 (1997) 972–982.
[2]
G. Bruder, F. Steinicke, Time perception during walking in virtual environments, Proceedings of IEEE Virtual Reality (2014) 67–68.
[3]
B. Burle, L. Casini, Dissociation between activation and attention effects in time estimation: Implications for internal clock models, Journal of Experimental Psychology: Human Perception and Performance 27 (2001) 195–205.
[4]
A. Chirico, M. D'Aiuto, M. Pinto, C. Milanese, A. Napoli, F. Avino, et al., The elapsed time during a virtual reality treatment for stressful procedures. A pool analysis on breast cancer patients during chemotherapy, in: G. De Pietro, et al. (Eds.), Intelligent interactive multimedia systems and services. Smart innovation, systems and technologies, 2016, p. 55.
[5]
A.A. Cuperus, A. Keizer, A.W.M. Evers, M.M.L. van den Houten, J.A.W. Teijink, I.J.M. van der Ham, Manipulating spatial distance in virtual reality: Effects on treadmill walking performance in patients with intermittent claudication, Computers in Human Behavior 79 (2018) 211–216.
[6]
A.A. Cuperus, I.J.M. van der Ham, Virtual reality replays of sports performance: Effects on memory, feeling of competence, and performance, Learning and Motivation 56 (2016) 48–52.
[7]
S. Droit-Volet, W.H. Meck, How emotions colour our perception of time, Trends in Cognitive Sciences 11 (2007) 504–513.
[8]
A. Felnhoger, O.D. Kothgassner, M. Schmidt, A.-K. Heinzle, L. Beutl, H. Hlavacs, et al., Is virtual reality emotionally arousing? Investigation five emotion inducing virtual park scenarios, International Journal of Human-Computer Studies 82 (2015) 48–56.
[9]
D.J. Finnegan, E. O'Neill, M.J. Proulx, Compensating for distance compression in audiovisual environments using incongruence, in: Proceedings of the CHI conference on human factors in computing systems, 2016, pp. 200–212.
[10]
X. Gu, J. Mulder, H. Hoijtink, Approximate adjusted fractional Bayes factors: A general method for testing informative hypotheses, British Journal of Mathematical and Statistical Psychology 71 (2018) 229–261.
[11]
P.A. Hancock, R. Rausch, The effects of sex, age, and interval duration on the perception of time, Acta Psychologica 133 (2) (2010) 170–179.
[12]
H. Hoijtink, Informative hypotheses: Theory and practice for behavioral and social scientists, Taylor & Francis, Boca Raton, FL, 2012.
[13]
H. Hoijtink, X. Gu, J. Mulder, Bain, multiple group Bayesian evaluation of informative hypotheses, 2018, Unpublished manuscript, retrieved from https://informative-hypotheses.sites.uu.nl/wp-content/uploads/sites/23/2018/01/MGBain.pdf.
[14]
P. Indovina, D. Barone, L. Gallo, A. Chirico, G. De Pietro, A. Giordano, Virtual reality as a distraction intervention to relieve pain and distress during medical procedures: A comprehensive literature review, The Clinical Journal of Pain 34 (2018) 858–877.
[15]
J.M. Knapp, J.M. Loomis, Limited field of view of head-mounted displays is not the cause of distance underestimation in virtual environments, Presence: Teleoperators and Virtual Environments 13 (2004) 572–577.
[16]
P.J. Lang, M.M. Bradley, B.N. Cuthbert, International affective picture system (IAPS): Technical manual and affective ratings, 1997.
[17]
S.A. Linkenauger, H.H. Bülthoff, B.J. Mohler, Virtual arm's reach influences perceived distances but only after experience reaching, Neuropsychologia 70 (2015) 393–401.
[18]
C.J.M. Maas, J.J. Hox, Sufficient sample sizes for multilevel modeling, Methodology 1 (3) (2005) 86–92.
[19]
W.J. Matthews, W.H. Meck, Temporal cognition: Connecting subjective time to perception, attention, and memory, Psychological Bulletin 142 (2016) 865–907.
[20]
M. Noulhiane, N. Mella, S. Samson, R. Ragot, V. Pouthas, How emotional auditory stimuli modulate time perception, Emotion 7 (2007) 697–704.
[21]
M. Plummer, Jags: A program for analysis of bayesian graphical models using gibbs sampling, 2003, [Computer software manual], 10.1.1.13.3406.
[22]
R Core Team, R: A language and environment for statistical computing, 2013, [Computer software manual]. Vienna, Austria. Retrieved from http://www.R-project.org/.
[23]
C. Schatzschneider, G. Bruder, F. Steinicke, Who turned the clock? Effects of manipulated zeitgebers, cognitive load and immersion on time estimation, IEEE Transactions on Visualization and Computer Graphics 22 (2016) 1387–1395.
[24]
C.A. Scherbaum, J.M. Ferreter, Estmating statistical power and required sample sizes for organizational research using multilevel modeling, Organizational Research Methods 12 (2) (2008) 347–367.
[25]
S.M. Schneider, C.K. Kisby, E.P. Flint, Effect of virtual reality and time perception in patients receiving chemotherapy, Supportive Care in Cancer 19 (2011) 5555–5564.
[26]
S.R. Sharar, A. Alamdari, C. Hoffer, H.G. Hoffmann, M.P. Jensen, D.R. Patterson, Circumplex model of affect: A measure of pleasure and arousal during virtual reality distraction analgesia, Games for Health Journal 5 (2016) 197–202.
[27]
J.K. Stefanuci, S.H. Creem-Regehr, W.B. Thompson, D.A. Lessard, M.N. Geuss, Evaluating the accuracy of size perception on screen-based displays: Displayed objects appear smaller than real objects, Journal of Experimental Psychology: Applied 21 (2015) 215–223.

Cited By

View all
  • (2024)Tick-tock: Revisiting the Influence of Zeitgebers and Cognitive Load on Time Judgments during and after VR ImmersionProceedings of Mensch und Computer 202410.1145/3670653.3670667(360-369)Online publication date: 1-Sep-2024
  • (2023)Effect of Avatar Anthropomorphism on Bodily Awareness and Time Estimation in Virtual RealityACM Symposium on Applied Perception 202310.1145/3605495.3605793(1-10)Online publication date: 5-Aug-2023
  • (2023)Rhythmic Stimuli and Time Experience in Virtual RealityVirtual Reality and Mixed Reality10.1007/978-3-031-48495-7_4(53-75)Online publication date: 29-Nov-2023
  • Show More Cited By

Index Terms

  1. Elapsed time estimates in virtual reality and the physical world: The role of arousal and emotional valence
        Index terms have been assigned to the content through auto-classification.

        Recommendations

        Comments

        Please enable JavaScript to view thecomments powered by Disqus.

        Information & Contributors

        Information

        Published In

        cover image Computers in Human Behavior
        Computers in Human Behavior  Volume 94, Issue C
        May 2019
        190 pages

        Publisher

        Elsevier Science Publishers B. V.

        Netherlands

        Publication History

        Published: 01 May 2019

        Qualifiers

        • Research-article

        Contributors

        Other Metrics

        Bibliometrics & Citations

        Bibliometrics

        Article Metrics

        • Downloads (Last 12 months)0
        • Downloads (Last 6 weeks)0
        Reflects downloads up to 06 Jan 2025

        Other Metrics

        Citations

        Cited By

        View all
        • (2024)Tick-tock: Revisiting the Influence of Zeitgebers and Cognitive Load on Time Judgments during and after VR ImmersionProceedings of Mensch und Computer 202410.1145/3670653.3670667(360-369)Online publication date: 1-Sep-2024
        • (2023)Effect of Avatar Anthropomorphism on Bodily Awareness and Time Estimation in Virtual RealityACM Symposium on Applied Perception 202310.1145/3605495.3605793(1-10)Online publication date: 5-Aug-2023
        • (2023)Rhythmic Stimuli and Time Experience in Virtual RealityVirtual Reality and Mixed Reality10.1007/978-3-031-48495-7_4(53-75)Online publication date: 29-Nov-2023
        • (2022)Time Anomalies in Virtual Reality - Impact of Manipulated Zeitgebers on Individual Human Time PerceptionProceedings of the 2022 INTERNATIONAL CONFERENCE ON EMBEDDED WIRELESS SYSTEMS AND NETWORKS10.5555/3578948.3578985(232-237)Online publication date: 2-Dec-2022
        • (2022)Immersive virtual reality in the age of the MetaverseThe Journal of Strategic Information Systems10.1016/j.jsis.2022.10171731:2Online publication date: 1-Jun-2022
        • (2022)The influence of attentional engagement and spatial characteristics on time perception in virtual realityVirtual Reality10.1007/s10055-022-00723-627:2(1265-1272)Online publication date: 17-Dec-2022
        • (2021)In Case You Don’t Know What To Play: Framework for a VR Application that manipulates Time Perception through Spatial Distortion.Proceedings of Mensch und Computer 202110.1145/3473856.3474035(609-613)Online publication date: 5-Sep-2021
        • (2021)Investigating 4D movie audiences’ emotional responses to motion effects and empathyComputers in Human Behavior10.1016/j.chb.2021.106797121:COnline publication date: 1-Aug-2021
        • (2021)Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitationVirtual Reality10.1007/s10055-021-00544-z27:1(245-262)Online publication date: 27-Jul-2021
        • (2020)Metachron: A framework for time perception research in VRProceedings of the 26th ACM Symposium on Virtual Reality Software and Technology10.1145/3385956.3422111(1-3)Online publication date: 1-Nov-2020

        View Options

        View options

        Media

        Figures

        Other

        Tables

        Share

        Share

        Share this Publication link

        Share on social media